Source code for arcade.application

"""
The main window class that all object-oriented applications should
derive from.
"""

from __future__ import annotations

import logging
import os
import time
from typing import TYPE_CHECKING, Sequence

import pyglet
import pyglet.gl as gl
import pyglet.window.mouse
from pyglet.display.base import Screen, ScreenMode
from pyglet.event import EVENT_HANDLE_STATE, EVENT_UNHANDLED
from pyglet.window import MouseCursor

import arcade
from arcade.clock import GLOBAL_CLOCK, GLOBAL_FIXED_CLOCK, _setup_clock, _setup_fixed_clock
from arcade.color import BLACK
from arcade.context import ArcadeContext
from arcade.types import LBWH, Color, Rect, RGBANormalized, RGBOrA255
from arcade.utils import is_raspberry_pi
from arcade.window_commands import get_display_size, set_window

if TYPE_CHECKING:
    from arcade.camera import Projector
    from arcade.camera.default import DefaultProjector
    from arcade.start_finish_data import StartFinishRenderData

LOG = logging.getLogger(__name__)

MOUSE_BUTTON_LEFT = 1
MOUSE_BUTTON_MIDDLE = 2
MOUSE_BUTTON_RIGHT = 4

_window: "Window"

__all__ = [
    "get_screens",
    "NoOpenGLException",
    "Window",
    "open_window",
    "View",
    "MOUSE_BUTTON_LEFT",
    "MOUSE_BUTTON_MIDDLE",
    "MOUSE_BUTTON_RIGHT",
]


[docs] def get_screens() -> list[Screen]: """ Return a list of screens. So for a two-monitor setup, this should return a list of two screens. Can be used with :class:`arcade.Window` to select which window we full-screen on. Returns: List of screens, one for each monitor. """ display = pyglet.display.get_display() return display.get_screens()
[docs] class NoOpenGLException(Exception): """Exception when we can't get an OpenGL 3.3+ context""" pass
[docs] class Window(pyglet.window.Window): """ A window that will appear on your desktop. This class is a subclass of Pyglet's Window class with many Arcade-specific features added. .. note:: Arcade currently cannot easily support multiple windows. If you need multiple windows, consider using multiple views or divide the window into sections. .. _pyglet_pg_window_size_position: https://pyglet.readthedocs.io/en/latest/programming_guide/windowing.html#size-and-position .. _pyglet_pg_window_style: https://pyglet.readthedocs.io/en/latest/programming_guide/windowing.html#window-style Args: width (optional): Window width. Defaults to 1280. height (optional): Window height. Defaults to 720. title (optional): The title/caption of the window fullscreen (optional): Should this be full screen? resizable (optional): Can the user resize the window? update_rate (optional): How frequently to run the on_update event. draw_rate (optional): How frequently to run the on_draw event. (this is the FPS limit) fixed_rate (optional): How frequently should the fixed_updates run, fixed updates will always run at this rate. fixed_frame_cap (optional): The maximum number of fixed updates that can occur in one update loop. defaults to infinite. If large lag spikes cause your game to freeze, try setting this to a smaller number. This may cause your physics to lag behind temporarily. antialiasing (optional): Use multisampling framebuffer (antialiasing) samples: Number of samples used in antialiasing (default 4). Usually this is 2, 4, 8 or 16. gl_version (optional): What OpenGL version to request. This is ``(3, 3)`` by default and can be overridden when using more advanced OpenGL features. screen (optional): Pass a pyglet :py:class:`~pyglet.display.Screen` to request the window be placed on it. See `pyglet's window size & position guide <pyglet_pg_window_size_position_>`_ to learn more. style (optional): Request a non-default window style, such as borderless. Some styles only work in certain situations. See `pyglet's guide to window style <pyglet_pg_window_style_>`_ to learn more. visible (optional): Should the window be visible immediately vsync (optional): Wait for vertical screen refresh before swapping buffer This can make animations and movement look smoother. gc_mode (optional): Decides how OpenGL objects should be garbage collected ("context_gc" (default) or "auto") center_window (optional): If true, will center the window. enable_polling (optional): Enabled input polling capability. This makes the :py:attr:`keyboard` and :py:attr:`mouse` attributes available for use. Raises: NoOpenGLException: If the system does not support OpenGL requested OpenGL version. """ def __init__( self, width: int = 1280, height: int = 720, title: str | None = "Arcade Window", fullscreen: bool = False, resizable: bool = False, update_rate: float = 1 / 60, antialiasing: bool = True, gl_version: tuple[int, int] = (3, 3), screen: Screen | None = None, style: str | None = pyglet.window.Window.WINDOW_STYLE_DEFAULT, visible: bool = True, vsync: bool = False, gc_mode: str = "context_gc", center_window: bool = False, samples: int = 4, enable_polling: bool = True, gl_api: str = "gl", draw_rate: float = 1 / 60, fixed_rate: float = 1.0 / 60.0, fixed_frame_cap: int | None = None, ) -> None: # In certain environments we can't have antialiasing/MSAA enabled. # Detect replit environment if os.environ.get("REPL_ID"): antialiasing = False # Detect Raspberry Pi and switch to OpenGL ES 3.1 if is_raspberry_pi(): gl_version = 3, 1 gl_api = "gles" self.headless: bool = arcade.headless """If True, the window is running in headless mode.""" config = None # Attempt to make window with antialiasing if antialiasing: try: config = gl.Config( major_version=gl_version[0], minor_version=gl_version[1], opengl_api=gl_api, # type: ignore # pending: upstream fix double_buffer=True, sample_buffers=1, samples=samples, depth_size=24, stencil_size=8, red_size=8, green_size=8, blue_size=8, alpha_size=8, ) display = pyglet.display.get_display() screen = screen or display.get_default_screen() if screen: config = screen.get_best_config(config) except pyglet.window.NoSuchConfigException: LOG.warning("Skipping antialiasing due missing hardware/driver support") config = None antialiasing = False # If we still don't have a config if not config: config = gl.Config( major_version=gl_version[0], minor_version=gl_version[1], opengl_api=gl_api, # type: ignore # pending: upstream fix double_buffer=True, depth_size=24, stencil_size=8, red_size=8, green_size=8, blue_size=8, alpha_size=8, ) try: super().__init__( width=width, height=height, caption=title, resizable=resizable, config=config, vsync=vsync, visible=visible, style=style, ) # pending: weird import tricks resolved self.register_event_type("on_update") self.register_event_type("on_action") self.register_event_type("on_fixed_update") except pyglet.window.NoSuchConfigException: raise NoOpenGLException( "Unable to create an OpenGL 3.3+ context. " "Check to make sure your system supports OpenGL 3.3 or higher." ) if antialiasing: try: gl.glEnable(gl.GL_MULTISAMPLE_ARB) except gl.GLException: LOG.warning("Warning: Anti-aliasing not supported on this computer.") _setup_clock() _setup_fixed_clock(fixed_rate) # We don't call the set_draw_rate function here because unlike the updates, # the draw scheduling is initially set in the call to pyglet.app.run() # that is done by the run() function. run() will pull this draw rate from # the Window and use it. Calls to set_draw_rate only need # to be done if changing it after the application has been started. # To ensure that draws are never de-synced from updates and wasted the draw rate # is forced to be slower than or equal to the update rate. # This works because pyglet ensures that a scheduled event takes as long or longer than the # call rate, but never less. assert update_rate <= draw_rate, ( "An arcade window's draw rate cannot be faster than its update rate" ) self._draw_rate = max(update_rate, draw_rate) self._accumulated_draw_time: float = 0.0 # Fixed rate cannot be changed post initialization as this throws off physics sims. # If more time resolution is needed in fixed updates, devs can do 'sub-stepping'. self._fixed_rate = fixed_rate self._fixed_frame_cap = fixed_frame_cap self.set_update_rate(update_rate) self.set_vsync(vsync) if fullscreen is True: super().set_fullscreen(True, screen) set_window(self) self.push_handlers(on_resize=self._on_resize) self._ctx: ArcadeContext = ArcadeContext(self, gc_mode=gc_mode, gl_api=gl_api) self._background_color: Color = BLACK self._current_view: View | None = None # See if we should center the window if center_window: self.center_window() self.keyboard: pyglet.window.key.KeyStateHandler | None = None """ A pyglet KeyStateHandler that can be used to poll the state of the keyboard. Example:: if self.window.keyboard[key.SPACE]: print("The space key is currently being held down.") """ self.mouse: pyglet.window.mouse.MouseStateHandler | None = None """ A pyglet MouseStateHandler that can be used to poll the state of the mouse. Example:: if self.window.mouse.LEFT: print("The left mouse button is currently being held down.") print( "The mouse is at position " f"{self.window.mouse["x"]}, {self.window.mouse["y"]}" ) """ if enable_polling: self.keyboard = pyglet.window.key.KeyStateHandler() if arcade.headless: self.push_handlers(self.keyboard) else: self.mouse = pyglet.window.mouse.MouseStateHandler() self.push_handlers(self.keyboard, self.mouse) else: self.keyboard = None self.mouse = None # Framebuffer for drawing content into when start_render is called. # These are typically functions just at module level wrapped in # start_render and finish_render calls. The framebuffer is repeatedly # rendered to the window when the event loop starts. self._start_finish_render_data: StartFinishRenderData | None = None @property def current_view(self) -> View | None: """ The currently active view. To set a different view, call :py:meth:`~arcade.Window.show_view`. """ return self._current_view @property def ctx(self) -> ArcadeContext: """ The OpenGL context for this window. This context instance provides access to a powerful set of features for lower level OpenGL programming. It is also used internally by Arcade to manage OpenGL resources. """ return self._ctx
[docs] def clear( # type: ignore # not sure what to do here, BaseWindow.clear is static self, color: RGBOrA255 | None = None, color_normalized: RGBANormalized | None = None, viewport: tuple[int, int, int, int] | None = None, ) -> None: """ Clears the window with the configured background color set through :py:attr:`~arcade.Window.background_color`. Args: color (optional): Override the current background color with one of the following: 1. A :py:class:`~arcade.types.Color` instance 2. A 3 or 4-length RGB/RGBA :py:class:`tuple` of byte values (0 to 255) color_normalized (optional): override the current background color using normalized values (0.0 to 1.0). For example, (1.0, 0.0, 0.0, 1.0) making the window contents red. viewport (optional): The area of the window to clear. By default, the entire window is cleared. The viewport format is ``(x, y, width, height)``. """ # Use the configured background color if none is provided if color is None and color_normalized is None: color = self.background_color self.ctx.screen.clear(color=color, color_normalized=color_normalized, viewport=viewport)
@property def background_color(self) -> Color: """ Get or set the background color for this window. This affects what color the window will contain when :py:meth:`~arcade.Window.clear` is called. Examples:: # Use Arcade's built in Color values window.background_color = arcade.color.AMAZON # Set the background color with a custom Color instance MY_RED = arcade.types.Color(255, 0, 0) window.background_color = MY_RED # Set the background color directly from an RGBA tuple window.background_color = 255, 0, 0, 255 # Set the background color directly from an RGB tuple # RGB tuples will assume 255 as the opacity / alpha value window.background_color = 255, 0, 0 """ return self._background_color @background_color.setter def background_color(self, value: RGBOrA255) -> None: self._background_color = Color.from_iterable(value) @property def rect(self) -> Rect: """Return a Rect describing the size of the window.""" return LBWH(0, 0, self.width, self.height)
[docs] def run(self, view: View | None = None) -> None: """ Run the event loop. Optionally start with a specified view. After the window has been set up, and the event hooks are in place, this is usually one of the last commands on the main program. This is a blocking function starting pyglet's event loop meaning it will start to dispatch events such as ``on_draw`` and ``on_update``. Args: view: The view to display when starting the run. Defaults to None. """ if view is not None: self.show_view(view) arcade.run()
[docs] def close(self) -> None: """Close the Window.""" super().close() # Make sure we don't reference the window any more set_window(None) pyglet.clock.unschedule(self._dispatch_updates)
[docs] def set_fullscreen( self, fullscreen: bool = True, screen=None, mode: ScreenMode | None = None, width: float | None = None, height: float | None = None, ) -> None: """ Change the fullscreen status of the window. In most cases you simply want:: # Enter fullscreen mode window.set_fullscreen(True) # Leave fullscreen mode window.set_fullscreen(False) When entering fullscreen mode the window will resize to the screen's resolution. When leaving fullscreen mode the window will resize back to the size it was before entering fullscreen mode. Args: fullscreen (optional): Should we enter or leave fullscreen mode? screen (optional): Which screen should we display on? See :func:`get_screens` mode (optional): The screen will be switched to the given mode. The mode must have been obtained by enumerating `Screen.get_modes`. If None, an appropriate mode will be selected from the given `width` and `height`. width (optional): Override the width of the window. Will be rounded to :py:attr:`int`. height (optional): Override the height of the window. Will be rounded to :py:attr:`int`. """ # fmt: off super().set_fullscreen( fullscreen, screen, mode, # TODO: resolve the upstream int / float screen coord issue None if width is None else int(width), None if height is None else int(height))
# fmt: on
[docs] def center_window(self) -> None: """Center the window on your desktop.""" # Get the display screen using pyglet screen_width, screen_height = get_display_size() window_width, window_height = self.get_framebuffer_size() # Center the window self.set_location((screen_width - window_width) // 2, (screen_height - window_height) // 2)
[docs] def on_update(self, delta_time: float) -> bool | None: """ This method can be implemented and is reserved for game logic. Move sprites. Perform collision checks and other game logic. This method is called every frame before :meth:`on_draw`. The ``delta_time`` can be used to make sure the game runs at the same speed, no matter the frame rate. Args: delta_time: Time interval since the last time the function was called in seconds. """ pass
[docs] def on_fixed_update(self, delta_time: float): """ Called for each fixed update. This is useful for physics engines and other systems that should update at a constant rate. Args: delta_time: Time interval since the last time the function was called in seconds. """ pass
def _dispatch_frame(self, delta_time: float) -> None: """ To handle the de-syncing of on_draw and on_update that can occur when the events aren't linked. Dispatch frame keeps them in sync by always ensuring on_draw happens along-side an on_update. This requires that the draw frequencies is less than or equal to the update frequency. This only works because pyglet will only dispatch events after the call rate, or longer. This means if the update rate and draw rate are equal they will both always be called. The modulus on the accumulated draw time means that when the update rate is greater than the draw rate no time is lost. Args: delta_time: The amount of time since the last update. """ self._dispatch_updates(delta_time) self._accumulated_draw_time += delta_time if self._draw_rate <= self._accumulated_draw_time: # Because we only ever dispatch one draw event per loop # we only need the modulus to keep time, if we didn't care # it could be set to zero instead. # ! This should maybe be fixed at 'self._draw_rate', discuss. self.draw(self._accumulated_draw_time) self._accumulated_draw_time %= self._draw_rate def _dispatch_updates(self, delta_time: float) -> None: """ Internal function that is scheduled with Pyglet's clock, this function gets run by the clock, and dispatches the on_update events. It also accumulates time and runs fixed updates until the Fixed Clock catches up to the global clock Args: delta_time: Time interval since the last time the function was called in seconds. """ GLOBAL_CLOCK.tick(delta_time) fixed_count = 0 while GLOBAL_FIXED_CLOCK.accumulated >= self._fixed_rate and ( self._fixed_frame_cap is None or fixed_count <= self._fixed_frame_cap ): GLOBAL_FIXED_CLOCK.tick(self._fixed_rate) self.dispatch_event("on_fixed_update", self._fixed_rate) fixed_count += 1 self.dispatch_event("on_update", GLOBAL_CLOCK.delta_time)
[docs] def flip(self) -> None: """ Present the rendered content to the screen. This is not necessary to call when using the standard standard event loop. The event loop will automatically call this method after ``on_draw`` has been called. Window framebuffers normally have a back and front buffer meaning they are "double buffered". Content is always drawn into the back buffer while the front buffer contains the previous frame. Swapping the buffers makes the back buffer visible and hides the front buffer. This is done to prevent flickering and tearing. This method also garbage collects OpenGL resources if there are any dead resources to collect. If you override this method, make sure to call the super method to ensure that the garbage collection is done. """ # Garbage collect OpenGL resources num_collected = self.ctx.gc() # noqa: F841 # LOG.debug("Garbage collected %s OpenGL resource(s)", num_collected) super().flip() # type: ignore # Window typed at runtime
[docs] def set_update_rate(self, rate: float) -> None: """ Set how often the on_update function should be dispatched. For example:: # Set the update rate to 60 times per second. self.set_update_rate(1 / 60) Args: rate: Update frequency in seconds """ self._update_rate = rate pyglet.clock.unschedule(self._dispatch_frame) pyglet.clock.schedule_interval(self._dispatch_frame, rate)
[docs] def set_draw_rate(self, rate: float) -> None: """ Set how often the on_draw function should be run. The draw rate cannot currently be faster than the update rate. For example:: # Set the draw rate to 60 frames per second. set.set_draw_rate(1 / 60) """ assert self._update_rate <= rate, ( "An arcade window's draw rate cannot be faster than its update rate" ) self._draw_rate = max(self._update_rate, rate)
[docs] def on_mouse_motion(self, x: int, y: int, dx: int, dy: int) -> EVENT_HANDLE_STATE: """ Called repeatedly while the mouse is moving in the window area. Override this function to respond to changes in mouse position. Args: x: x position of mouse within the window in pixels y: y position of mouse within the window in pixels dx: Change in x since the last time this method was called dy: Change in y since the last time this method was called """ pass
[docs] def on_mouse_press(self, x: int, y: int, button: int, modifiers: int) -> EVENT_HANDLE_STATE: """ Called once whenever a mouse button gets pressed down. Override this function to handle mouse clicks. For an example of how to do this, see Arcade's built-in :ref:`aiming and shooting bullets <sprite_bullets_aimed>` demo. Args: x: x position of the mouse y: y position of the mouse button: What button was pressed. This will always be one of the following: - ``arcade.MOUSE_BUTTON_LEFT`` - ``arcade.MOUSE_BUTTON_RIGHT`` - ``arcade.MOUSE_BUTTON_MIDDLE`` modifiers: Bitwise 'and' of all modifiers (shift, ctrl, num lock) active during this event. See :ref:`keyboard_modifiers`. """ pass
[docs] def on_mouse_drag( self, x: int, y: int, dx: int, dy: int, buttons: int, modifiers: int ) -> EVENT_HANDLE_STATE: """ Called repeatedly while the mouse moves with a button down. Override this function to handle dragging. Args: x: x position of mouse y: y position of mouse dx: Change in x since the last time this method was called dy: Change in y since the last time this method was called buttons: Which button is pressed modifiers: Bitwise 'and' of all modifiers (shift, ctrl, num lock) active during this event. See :ref:`keyboard_modifiers`. """ return self.on_mouse_motion(x, y, dx, dy)
[docs] def on_mouse_release(self, x: int, y: int, button: int, modifiers: int) -> EVENT_HANDLE_STATE: """ Called once whenever a mouse button gets released. Override this function to respond to mouse button releases. This may be useful when you want to use the duration of a mouse click to affect gameplay. Args: x: x position of mouse y: y position of mouse button: What button was hit. One of: - ``arcade.MOUSE_BUTTON_LEFT`` - ``arcade.MOUSE_BUTTON_RIGHT`` - ``arcade.MOUSE_BUTTON_MIDDLE`` modifiers: Bitwise 'and' of all modifiers (shift, ctrl, num lock) active during this event. See :ref:`keyboard_modifiers`. """ return EVENT_UNHANDLED
[docs] def on_mouse_scroll( self, x: int, y: int, scroll_x: float, scroll_y: float ) -> EVENT_HANDLE_STATE: """ Called repeatedly while a mouse scroll wheel moves. Override this function to respond to scroll events. The scroll arguments may be positive or negative to indicate direction, but the units are unstandardized. How many scroll steps you receive may vary wildly between computers depending a number of factors, including system settings and the input devices used (i.e. mouse scrollwheel, touch pad, etc). .. warning:: Not all users can scroll easily! Only some input devices support horizontal scrolling. Standard vertical scrolling is common, but some laptop touch pads are hard to use. This means you should be careful about how you use scrolling. Consider making it optional to maximize the number of people who can play your game! Args: x: x position of mouse y: y position of mouse scroll_x: Number of steps scrolled horizontally since the last call of this function scroll_y: Number of steps scrolled vertically since the last call of this function """ return EVENT_UNHANDLED
[docs] def set_mouse_visible(self, visible: bool = True) -> None: """ Set whether to show the system's cursor while over the window By default, the system mouse cursor is visible whenever the mouse is over the window. To hide the cursor, pass ``False`` to this function. Pass ``True`` to make the cursor visible again. The window will continue receiving mouse events while the cursor is hidden, including movements and clicks. This means that functions like :meth:`~.Window.on_mouse_motion` and t':meth:`~.Window.on_mouse_press` will continue to work normally. You can use this behavior to visually replace the system mouse cursor with whatever you want. One example is :ref:`a game character that is always at the most recent mouse position in the window<sprite_collect_coins>`. .. note:: Advanced users can try using system cursor state icons It may be possible to use system icons representing cursor interaction states such as hourglasses or resize arrows by using features :class:``~arcade.Window`` inherits from the underlying pyglet window class. See the `pyglet overview on cursors <https://pyglet.readthedocs.io/en/master/programming_guide/mouse.html#changing-the-mouse-cursor>`_ for more information. Args: visible: Whether to hide the system mouse cursor """ super().set_mouse_visible(visible)
[docs] def on_action(self, action_name: str, state) -> None: """ Called when an action is dispatched. This is related to the input manager / controller support. Args: action_name: The name of the action state: The state of the action """ pass
[docs] def on_key_press(self, symbol: int, modifiers: int) -> EVENT_HANDLE_STATE: """ Called once when a key gets pushed down. Override this function to add key press functionality. .. tip:: If you want the length of key presses to affect gameplay, you also need to override :meth:`~.Window.on_key_release`. Args: symbol: Key that was just pushed down modifiers: Bitwise 'and' of all modifiers (shift, ctrl, num lock) active during this event. See :ref:`keyboard_modifiers`. """ return EVENT_UNHANDLED
[docs] def on_key_release(self, symbol: int, modifiers: int) -> EVENT_HANDLE_STATE: """ Called once when a key gets released. Override this function to add key release functionality. Situations that require handling key releases include: * Rhythm games where a note must be held for a certain amount of time * 'Charging up' actions that change strength depending on how long a key was pressed * Showing which keys are currently pressed down Args: symbol (int): Key that was released modifiers (int): Bitwise 'and' of all modifiers (shift, ctrl, num lock) active during this event. See :ref:`keyboard_modifiers`. """ return EVENT_UNHANDLED
[docs] def on_draw(self) -> EVENT_HANDLE_STATE: """ Override this function to add your custom drawing code. This method is usually called 60 times a second unless another update rate has been set. Should be called after :meth:`~arcade.Window.on_update`. This function should normally start with a call to :meth:`~arcade.Window.clear` to clear the screen. """ if self._start_finish_render_data: self.clear() self._start_finish_render_data.draw() return True return EVENT_UNHANDLED
def _on_resize(self, width: int, height: int) -> EVENT_HANDLE_STATE: """ The internal method called when the window is resized. The purpose of this method is mainly setting the viewport to the new size of the window. Users should override :meth:`~arcade.Window.on_resize` instead. This method is called first. Args: width: New width of the window height: New height of the window """ # Retain viewport self.viewport = (0, 0, width, height) return EVENT_UNHANDLED
[docs] def on_resize(self, width: int, height: int) -> EVENT_HANDLE_STATE: """ Override this method to add custom actions when the window is resized. An internal ``_on_resize`` is called first adjusting the viewport to the new size of the window so there is no need to call ```super().on_resize(width, height)```. Args: width: New width of the window height: New height of the window """ pass
[docs] def set_minimum_size(self, width: int, height: int) -> None: """ Set the minimum size of the window. This will limit how small the window can be resized. Args: width: Minimum width height: Minimum height """ super().set_minimum_size(width, height)
[docs] def set_maximum_size(self, width: int, height: int) -> None: """ Sets the maximum size of the window. This will limit how large the window can be resized. Args: width: Maximum width height: Maximum height """ super().set_maximum_size(width, height)
[docs] def set_size(self, width: int, height: int) -> None: """ Resize the window. Args: width: New width of the window height: New height of the window """ super().set_size(width, height)
[docs] def get_size(self) -> tuple[int, int]: """Get the size of the window.""" return super().get_size()
[docs] def get_location(self) -> tuple[int, int]: """Get the current X/Y coordinates of the window.""" return super().get_location() # type: ignore # Window typed at runtime
[docs] def set_visible(self, visible: bool = True): """ Set if the window should be visible or not. Args: visible (bool): Should the window be visible? """ super().set_visible(visible)
[docs] def use(self) -> None: """Make the window the target for drawing. The window will always be the target for drawing unless offscreen framebuffers are used in the application. This simply binds the window's framebuffer. """ self.ctx.screen.use()
@property def default_camera(self) -> DefaultProjector: """ The default camera for the window. This is an extremely simple camera simply responsible for maintaining the default projection and viewport. """ return self._ctx._default_camera @property def current_camera(self) -> Projector: """ Get or set the current camera. This represents the projector currently being used to define the projection and view matrices. """ return self._ctx.current_camera @current_camera.setter def current_camera(self, next_camera): self._ctx.current_camera = next_camera @property def viewport(self) -> tuple[int, int, int, int]: """ Get/set the viewport of the window. This will define what area of the window is rendered into. The values are ``x, y, width, height``. The value will normally be ``(0, 0, screen width, screen height)``. In most case you don't want to change this value manually and instead rely on the cameras. """ return self._ctx.screen.viewport @viewport.setter def viewport(self, new_viewport: tuple[int, int, int, int]): if self._ctx.screen == self._ctx.active_framebuffer: self._ctx.viewport = new_viewport else: self._ctx.screen.viewport = new_viewport
[docs] def test(self, frames: int = 10) -> None: """ Used by unit test cases. Runs the event loop a few times and stops. Args: frames: How many frames to run the event loop for. """ start_time = time.time() for _ in range(frames): self.switch_to() self.dispatch_events() self.dispatch_event("on_draw") self.flip() current_time = time.time() elapsed_time = current_time - start_time start_time = current_time if elapsed_time < 1.0 / 60.0: sleep_time = (1.0 / 60.0) - elapsed_time time.sleep(sleep_time) self._dispatch_updates(1 / 60)
[docs] def show_view(self, new_view: View) -> None: """ Set the currently active view. This will hide the current view and show the new view in the next frame. This is not a blocking call. It will simply point to the new view and return immediately. Calling this function is the same as setting the :py:attr:`arcade.Window.current_view` attribute. Args: new_view: The view to activate. """ if not isinstance(new_view, View): raise TypeError( f"Window.show_view() takes an arcade.View, but it got a {type(new_view)}." ) self._ctx.screen.use() self.viewport = (0, 0, self.width, self.height) # Store the Window that is showing the "new_view" View. if new_view.window is None: new_view.window = self # NOTE: This is not likely to happen and is creating issues for the test suite. # elif new_view.window != self: # raise RuntimeError(( # "You are attempting to pass the same view " # "object between multiple windows. A single " # "view object can only be used in one window. " # f"{self} != {new_view.window}" # )) # remove previously shown view's handlers if self._current_view is not None: self._current_view.on_hide_view() self.remove_handlers(self._current_view) # push new view's handlers self._current_view = new_view # Note: Excluding on_show because this even can trigger multiple times. # It should only be called once when the view is shown. view_handlers = { event_type: getattr(new_view, event_type, None) for event_type in self.event_types if event_type != "on_show" and hasattr(new_view, event_type) } if view_handlers: self.push_handlers(**view_handlers) self._current_view.on_show_view()
# Note: After the View has been pushed onto pyglet's stack of event handlers # (via push_handlers()), pyglet # will still call the Window's event handlers. # (See pyglet's EventDispatcher.dispatch_event() implementation for details)
[docs] def hide_view(self) -> None: """ Hide the currently active view (if any). This is only necessary if you don't want an active view falling back to the window's event handlers. It's not necessary to call when changing the active view. """ if self._current_view is None: return self._current_view.on_hide_view() self.remove_handlers(self._current_view) self._current_view = None
[docs] def switch_to(self) -> None: """Switch the this window context. This is normally only used in multi-window applications. """ super().switch_to() # type: ignore # Window typed at runtime
[docs] def set_caption(self, caption) -> None: """Set the caption/title of the window.""" super().set_caption(caption) # type: ignore # Window typed at runtime
[docs] def set_location(self, x, y) -> None: """Set location of the window.""" super().set_location(x, y) # type: ignore # Window typed at runtime
[docs] def activate(self) -> None: """Activate this window.""" super().activate() # type: ignore # Window typed at runtime
[docs] def minimize(self) -> None: """Minimize the window.""" super().minimize() # type: ignore # Window typed at runtime
[docs] def maximize(self) -> None: """Maximize the window.""" super().maximize() # type: ignore # Window typed at runtime
[docs] def set_vsync(self, vsync: bool) -> None: """Set if we sync our draws to the monitors vertical sync rate.""" super().set_vsync(vsync)
[docs] def set_mouse_platform_visible(self, platform_visible=None) -> None: """ .. warning:: You are probably looking for :meth:`~.Window.set_mouse_visible`! This is a lower level function inherited from the pyglet window. For more information on what this means, see the documentation for :py:meth:`pyglet.window.Window.set_mouse_platform_visible`. """ super().set_mouse_platform_visible(platform_visible)
[docs] def set_exclusive_mouse(self, exclusive=True) -> None: """Capture the mouse.""" super().set_exclusive_mouse(exclusive)
[docs] def set_exclusive_keyboard(self, exclusive=True) -> None: """Capture all keyboard input.""" super().set_exclusive_keyboard(exclusive)
[docs] def get_system_mouse_cursor(self, name) -> MouseCursor: """Get the system mouse cursor""" return super().get_system_mouse_cursor(name)
[docs] def dispatch_events(self) -> None: """Dispatch events""" super().dispatch_events() # type: ignore # Window typed at runtime
[docs] def on_mouse_enter(self, x: int, y: int) -> EVENT_HANDLE_STATE: """ Called once whenever the mouse enters the window area on screen. This event will not be triggered if the mouse is currently being dragged. Args: x: The x position the mouse entered the window y: The y position the mouse entered the window """ pass
[docs] def on_mouse_leave(self, x: int, y: int) -> EVENT_HANDLE_STATE: """ Called once whenever the mouse leaves the window area on screen. This event will not be triggered if the mouse is currently being dragged. Note that the coordinates of the mouse pointer will be outside of the window rectangle. Args: x: The x position the mouse entered the window y: The y position the mouse entered the window """ pass
@property def center(self) -> tuple[float, float]: """ Returns center coordinates of the window Equivalent to ``(self.width / 2, self.height / 2)``. """ return (self.width / 2, self.height / 2) @property def center_x(self) -> float: """ Returns the center x-coordinate of the window. Equivalent to ``self.width / 2``. """ return self.width / 2 @property def center_y(self) -> float: """ Returns the center y-coordinate of the window. Equivalent to ``self.height / 2``. """ return self.height / 2 # --- CLOCK ALIASES --- @property def time(self) -> float: """ Shortcut to the global clock's time. This is the time in seconds since the application started. """ return GLOBAL_CLOCK.time @property def fixed_time(self) -> float: """ Shortcut to the fixed clock's time. This is the time in seconds since the application started but updated at a fixed rate. """ return GLOBAL_FIXED_CLOCK.time @property def delta_time(self) -> float: """Shortcut for the global clock's delta_time.""" return GLOBAL_CLOCK.delta_time @property def fixed_delta_time(self) -> float: """The configured fixed update rate""" return self._fixed_rate # required because pyglet marks the method as abstract methods, # but resolves class during runtime def _create(self) -> None: """Internal method to create the window.""" super()._create() # type: ignore def _recreate(self, changes: Sequence[str]) -> None: super()._recreate(changes) # type: ignore
[docs] def open_window( width: int, height: int, window_title: str | None = None, resizable: bool = False, antialiasing: bool = True, **kwargs, ) -> Window: """ Shortcut for opening/creating a window with less options. For a full set of window options, create a :py:class:`~arcade.Window` instance directly. Args: width: Width of the window. height: Height of the window. window_title: Title/caption of the window. resizable: Whether the user can resize the window. antialiasing: Whether to use antialiasing **kwargs: Additional keyword arguments to pass to the window constructor. """ global _window _window = Window( width, height, window_title, resizable=resizable, antialiasing=antialiasing, **kwargs ) _window.invalid = False return _window
[docs] class View: """ A view is a way to separate drawing and logic from the window itself. Subclassing the window is very inflexible since you can't easily switch your update and draw logic. A view is a way to encapsulate that logic, so you can easily switch between different parts of your game. Maybe you have a title screen, a game screen, and a game over screen. Each of these could be a different view. Args: window (optional): The window this view is associated with. If None, the current window is used. (Normally you don't need to provide this). """ def __init__( self, window: Window | None = None, background_color: RGBOrA255 | None = None ) -> None: self.window = arcade.get_window() if window is None else window self._background_color: Color | None = background_color and Color.from_iterable( background_color )
[docs] def clear( self, color: RGBOrA255 | None = None, color_normalized: RGBANormalized | None = None, viewport: tuple[int, int, int, int] | None = None, ) -> None: """ Clears the window with the configured background color set through :py:attr:`arcade.View.background_color`. Args: color(optional): override the current background color with one of the following: 1. A :py:class:`~arcade.types.Color` instance 2. A 3 or 4-length RGB/RGBA :py:class:`tuple` of byte values (0 to 255) color_normalized (optional): Override the current background color using normalized values (0.0 to 1.0). For example, (1.0, 0.0, 0.0, 1.0) making the window contents red. viewport (optional): The viewport range to clear """ if color is None and color_normalized is None: color = self.background_color self.window.clear(color=color, color_normalized=color_normalized, viewport=viewport)
[docs] def on_update(self, delta_time: float) -> bool | None: """ This method can be implemented and is reserved for game logic. Move sprites. Perform collision checks and other game logic. This method is called every frame before :meth:`on_draw`. The ``delta_time`` can be used to make sure the game runs at the same speed, no matter the frame rate. Args: delta_time: Time interval since the last time the function was called in seconds. """ pass
[docs] def on_fixed_update(self, delta_time: float): """ Called for each fixed update. This is useful for physics engines and other systems that should update at a constant rate. Args: delta_time: Time interval since the last time the function was called in seconds. """ pass
[docs] def on_draw(self) -> bool | None: """ Override this function to add your custom drawing code. This method is usually called 60 times a second unless another update rate has been set. Should be called after :meth:`~arcade.Window.on_update`. This function should normally start with a call to :meth:`~arcade.Window.clear` to clear the screen. """ pass
[docs] def on_show_view(self) -> None: """Called once when the view is shown. .. seealso:: :py:meth:`~arcade.View.on_hide_view` """ pass
[docs] def on_hide_view(self) -> None: """Called once when this view is hidden.""" pass
[docs] def on_mouse_motion(self, x: int, y: int, dx: int, dy: int) -> bool | None: """ Called repeatedly while the mouse is moving in the window area. Override this function to respond to changes in mouse position. Args: x: x position of mouse within the window in pixels y: y position of mouse within the window in pixels dx: Change in x since the last time this method was called dy: Change in y since the last time this method was called """ pass
[docs] def on_mouse_press(self, x: int, y: int, button: int, modifiers: int) -> bool | None: """ Called once whenever a mouse button gets pressed down. Override this function to handle mouse clicks. For an example of how to do this, see Arcade's built-in :ref:`aiming and shooting bullets <sprite_bullets_aimed>` demo. Args: x: x position of the mouse y: y position of the mouse button: What button was pressed. This will always be one of the following: - ``arcade.MOUSE_BUTTON_LEFT`` - ``arcade.MOUSE_BUTTON_RIGHT`` - ``arcade.MOUSE_BUTTON_MIDDLE`` modifiers: Bitwise 'and' of all modifiers (shift, ctrl, num lock) active during this event. See :ref:`keyboard_modifiers`. """ pass
[docs] def on_mouse_drag( self, x: int, y: int, dx: int, dy: int, _buttons: int, _modifiers: int ) -> bool | None: """ Called repeatedly while the mouse moves with a button down. Override this function to handle dragging. Args: x: x position of mouse y: y position of mouse dx: Change in x since the last time this method was called dy: Change in y since the last time this method was called _buttons: Which button is pressed _modifiers: Bitwise 'and' of all modifiers (shift, ctrl, num lock) active during this event. See :ref:`keyboard_modifiers`. """ self.on_mouse_motion(x, y, dx, dy) return False
[docs] def on_mouse_release(self, x: int, y: int, button: int, modifiers: int) -> bool | None: """ Called once whenever a mouse button gets released. Override this function to respond to mouse button releases. This may be useful when you want to use the duration of a mouse click to affect gameplay. Args: x: x position of mouse y: y position of mouse button: What button was hit. One of: - ``arcade.MOUSE_BUTTON_LEFT`` - ``arcade.MOUSE_BUTTON_RIGHT`` - ``arcade.MOUSE_BUTTON_MIDDLE`` modifiers: Bitwise 'and' of all modifiers (shift, ctrl, num lock) active during this event. See :ref:`keyboard_modifiers`. """ pass
[docs] def on_mouse_scroll(self, x: int, y: int, scroll_x: int, scroll_y: int) -> bool | None: """ Called repeatedly while a mouse scroll wheel moves. Override this function to respond to scroll events. The scroll arguments may be positive or negative to indicate direction, but the units are unstandardized. How many scroll steps you receive may vary wildly between computers depending a number of factors, including system settings and the input devices used (i.e. mouse scrollwheel, touch pad, etc). .. warning:: Not all users can scroll easily! Only some input devices support horizontal scrolling. Standard vertical scrolling is common, but some laptop touch pads are hard to use. This means you should be careful about how you use scrolling. Consider making it optional to maximize the number of people who can play your game! Args: x: x position of mouse y: y position of mouse scroll_x: number of steps scrolled horizontally since the last call of this function scroll_y: number of steps scrolled vertically since the last call of this function """ pass
[docs] def on_key_press(self, symbol: int, modifiers: int) -> bool | None: """ Called once when a key gets pushed down. Override this function to add key press functionality. .. tip:: If you want the length of key presses to affect gameplay, you also need to override :meth:`~.Window.on_key_release`. Args: symbol: Key that was just pushed down modifiers: Bitwise 'and' of all modifiers (shift, ctrl, num lock) active during this event. See :ref:`keyboard_modifiers`. """ return False
[docs] def on_key_release(self, symbol: int, modifiers: int) -> bool | None: """ Called once when a key gets released. Override this function to add key release functionality. Situations that require handling key releases include: * Rhythm games where a note must be held for a certain amount of time * 'Charging up' actions that change strength depending on how long a key was pressed * Showing which keys are currently pressed down Args: symbol: Key that was released modifiers: Bitwise 'and' of all modifiers (shift, ctrl, num lock) active during this event. See :ref:`keyboard_modifiers`. """ return False
[docs] def on_resize(self, width: int, height: int) -> bool | None: """ Override this method to add custom actions when the window is resized. An internal ``_on_resize`` is called first adjusting the viewport to the new size of the window so there is no need to call ```super().on_resize(width, height)```. Args: width: New width of the window height: New height of the window """ pass
[docs] def on_mouse_enter(self, x: int, y: int) -> bool | None: """ Called once whenever the mouse enters the window area on screen. This event will not be triggered if the mouse is currently being dragged. Args: x: The x position the mouse entered the window y: The y position the mouse entered the window """ pass
[docs] def on_mouse_leave(self, x: int, y: int) -> bool | None: """ Called once whenever the mouse leaves the window area on screen. This event will not be triggered if the mouse is currently being dragged. Note that the coordinates of the mouse pointer will be outside of the window rectangle. Args: x: The x position the mouse entered the window y: The y position the mouse entered the window """ pass
@property def size(self) -> tuple[float, float]: """ An alias for `arcade.Window.size` """ return self.window.size @property def width(self) -> float: """ An alias for `arcade.Window.width` """ return self.window.width @property def height(self) -> float: """ An alias for `arcade.Window.height` """ return self.window.height @property def center(self) -> tuple[float, float]: """ An alias for `arcade.Window.center` """ return self.window.center @property def center_x(self) -> float: """ An alias for `arcade.Window.center_x` """ return self.window.center_x @property def center_y(self) -> float: """ An alias for `arcade.Window.center_y` """ return self.window.center_y @property def background_color(self) -> Color | None: """ Get or set the background color for this view. This affects what color the window will contain when :py:meth:`~arcade.View.clear` is called. Examples:: # Use Arcade's built in Color values view.background_color = arcade.color.AMAZON # Set the background color with a custom Color instance MY_RED = arcade.types.Color(255, 0, 0) view.background_color = MY_RED # Set the background color directly from an RGBA tuple view.background_color = 255, 0, 0, 255 # Set the background color directly from an RGB tuple # RGB tuples will assume 255 as the opacity / alpha value view.background_color = 255, 0, 0 """ return self._background_color @background_color.setter def background_color(self, value: RGBOrA255) -> None: self._background_color = Color.from_iterable(value)